Done with Circles!!!!!! Circles are solves and Recall func is solved. Gonna start on multi solving algo!!!
This commit is contained in:
340
PlayerScript.gd
340
PlayerScript.gd
@@ -59,7 +59,7 @@ var CircleInts = 0
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var LogDumpOrdered = []
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var Order = []
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var Intersections_from_root = []
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var TargetCord = [200,-10] # HAD TO CHANGE TARGET CORD, IT WAS PREVIOUSLY [2,-10]
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var TargetCord = [0,-11] # HAD TO CHANGE TARGET CORD, IT WAS PREVIOUSLY [2,-10]
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var CircleCompleted = null
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var AutoBacktrack = false
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var IntersectionDict = {"Cord": [], "Data": [] }
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@@ -115,6 +115,7 @@ func _process(delta):
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IntersectionDumping()
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CordsDumping()
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FinishCircling()
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#print(Detail_Dict.Type)
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#print(Ordered_Commands_Backward)
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#print(InverNext)
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#print(CordsDump)
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@@ -134,6 +135,18 @@ func _process(delta):
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print()
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print()
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print("******************************")
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#print("The last Ordered commands were: ", LogDump)
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print("Circling is: ", Cicling)
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print("Current Pos: ", Current_Position)
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print(Intersections)
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Mark(Prev_dir)
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TrackIntersections()
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BackToStart()
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for n in Individual_Steps:
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#print(n)
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GoBack(n)
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#print(CordsDump)
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Done = 1
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func Mark(Prev_Direction):
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@@ -147,6 +160,55 @@ func Mark(Prev_Direction):
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Coordinate_Dict.Details = Detail_Dict
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var Coordinate_Dict_Copy = Coordinate_Dict.duplicate(true)
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Coordinate_Dict = Coordinate_Dict_Copy
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func BackToStart():
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print(Detail_Dict.Type)
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if Detail_Dict.Type == "Plain Path" and Cicling == false:
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print("PLAIN PATH NORMAL")
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Ordered_Commands_Backward.push_front(Prev_dir_Opp)
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print(Ordered_Commands_Backward)
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Individual_Steps.push_front(Ordered_Commands_Backward)
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print(Individual_Steps)
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if Detail_Dict.Type == "Plain Path" and Cicling == true:
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print("PLAIN PATH Circling")
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CirclingParody()
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if Intersections.find(Current_Position) != -1:
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print("INTERSECTION NORMAL")
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Ordered_Commands_Backward.push_back(Prev_dir_Opp)
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Ordered_Commands_Backward.reverse()
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Individual_Steps.push_front(Ordered_Commands_Backward)
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print(Individual_Steps)
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if Detail_Dict.Type == "Dead End":
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print("DEAD END NORMAL")
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CirclingParody()
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func CirclingParody():
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var HasMoreVal = []
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var HasMoreIndex = []
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if Cicling == true:
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print("Cant find... Improvising")
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for n in CircleIntsMax:
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print(n)
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HasMoreIndex.push_back(-(n+1))
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HasMoreVal.push_back(ManualDistance(Current_Position, Intersections[-(n+1)]))
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print(HasMoreIndex)
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print(HasMoreVal)
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print("The minimum value is: ",HasMoreVal.min())
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var addition = []
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addition.append_array(LogDump.slice(0,HasMoreVal.min()-1))
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addition.push_front(Prev_dir_Opp)
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Individual_Steps.push_front(addition)
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if Cicling == false:
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print("Found Ya!!!")
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print(ManualDistance(Current_Position, Intersections[-1]))
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var addition = []
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addition.append_array(LogDump.slice(0,ManualDistance(Current_Position,Intersections[-1])-1))
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addition.push_front(Prev_dir_Opp)
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Individual_Steps.push_front(addition)
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print(Individual_Steps)
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func WhatMove():
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if Detail_Dict.Been_There == true:
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@@ -190,7 +252,6 @@ func BackTracking():
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GoBack(TrackBack)
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print(TrackBack)
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func Circling():
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if Been_There_Array.size() > 3:
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if move_check5 != move:
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@@ -213,6 +274,7 @@ func Circling():
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for ints in CircleIntsMax+1:
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Tree_Array.pop_back()
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Tree_Array[-1] -= 1
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Ordered_Commands_Backward.clear()
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print(Tree_Array)
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if CircleInts != 0:
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@@ -278,7 +340,6 @@ func Goto():
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FirstIntChange()
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print("Needs More WORK!!!!!!!")
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print("First Go To is : ",FirstGoTo)
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func FirstIntChange():
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FirstGoTo.append_array(Ordered_Commands_Backward)
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@@ -289,7 +350,6 @@ func FirstIntChange():
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GoBack(FirstGoTo)
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print(FirstGoTo)
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func CircleRootsAndInts():
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if Cicling == true:
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if Detail_Dict.Type != "Plain Path":
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@@ -329,6 +389,8 @@ func FinishCircling():
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Tree_Array.pop_back()
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Tree_Array[-1] -= 1
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print(Tree_Array)
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print(Ordered_Commands_Backward)
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Ordered_Commands_Backward.clear()
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Move_Check10 = move
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func DeadEndCircles():
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@@ -357,14 +419,12 @@ func CircleManualDistance():
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return x+y
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func ManualDistance(Start, End):
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if DeadEndCircles() == true and Intersections_from_root.size() >= 2:
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var Starting_Pos = Start
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var Ending_Pos = End
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var x = abs(Starting_Pos[0] - Ending_Pos[0])
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var y = abs(Starting_Pos[1] - Ending_Pos[1])
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return x+y
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var Starting_Pos = Start
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var Ending_Pos = End
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var x = abs(Starting_Pos[0] - Ending_Pos[0])
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var y = abs(Starting_Pos[1] - Ending_Pos[1])
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return x+y
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func Intersection_Tree():
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if Cicling == false:
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@@ -399,7 +459,6 @@ func CheckForTreeDeadEnds():
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else:
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pass
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func GiveOrder():
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if Cicling == false:
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Ordered_Commands_Backward.erase("")
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@@ -423,7 +482,7 @@ func TrackIntersections():
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Intersections.push_back(Current_Position)
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var Intersections_Copy = Intersections.duplicate(true)
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Intersections = Intersections_Copy
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func MoveAfterIntersection():
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if move == IntersectionMove+1:
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if Move_Check6 != move and Cicling == false:
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@@ -456,7 +515,7 @@ func MoveAfterIntersection():
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#print(IntOptions)
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#print(Intersections)
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Move_Check6 = move
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func IntersectionDumping():
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if CurrentInt != "Plain Path" and Detail_Dict.Type != "Dead End" and Been_There_Array.size() >=1:
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if Move_Check9 != move or Been_There_Array[-1] == true:
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@@ -494,12 +553,6 @@ func IntersectionWaysAvailable():
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#print(IntOptions)
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pass
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Move_Check7 = move
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func BackToStart():
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if Detail_Dict.Type == "Plain Path":
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Individual_Steps.push_front(Ordered_Commands_Backward)
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Individual_Steps_Opp.push_front(Ordered_Commands_Forward)
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func Been_There():
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if Been_There_Overide == false:
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@@ -512,8 +565,6 @@ func Been_There():
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Traveled = true
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Been_There_Array.push_back(Traveled)
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func GoBack(Set):
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AutoBacktrack = true
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for n in Set:
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@@ -533,6 +584,126 @@ func IntersectionCounter():
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pass
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return WaysToGo
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#***** Helpers *****
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func RaycastHelper():
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var R: bool = $Rightv.is_colliding()
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var L: bool = $Leftv.is_colliding()
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var D: bool = $Forwardv.is_colliding()
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var U: bool = $Backv.is_colliding()
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return [R,L,U,D]
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func TypeOfIntersectionHelper():
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if Detail_Dict.Type != "Plain Path" and Detail_Dict.Type != "Dead End":
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return "BlanketIntersection"
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else:
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return "OneDirectionPath"
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#***** Movement *****
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func goDown():
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var D = $Forwardv
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dir = Vector2.DOWN
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FullCount += 1
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if not D.is_colliding():
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self.global_position.y += 24
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Current_Position[1] -=1
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Prev_dir = "D"
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Prev_dir_Opp = "U"
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move += Move_Strength
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Been_There_Overide = false
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else:
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Been_There_Overide = true
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move += Move_Strength
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print("There is something below you")
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func goUp():
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var U = $Backv
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dir = Vector2.UP
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if not U.is_colliding():
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self.global_position.y -= 24
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Current_Position[1] +=1
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Prev_dir = "U"
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Prev_dir_Opp = "D"
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move += Move_Strength
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Been_There_Overide = false
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else:
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Been_There_Overide = true
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move += Move_Strength
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print("There is something above you")
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#BeenTheirFromPrevCord()
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FullCount += 1
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func goRight():
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var R = $Rightv
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dir = Vector2.RIGHT
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if not R.is_colliding():
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self.global_position.x += 24.4
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Current_Position[0] +=1
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Prev_dir = "R"
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Prev_dir_Opp = "L"
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move += Move_Strength
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Been_There_Overide = false
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else:
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Been_There_Overide = true
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move += Move_Strength
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print("There is something to your right")
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FullCount += 1
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func goLeft():
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var L = $Leftv
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dir = Vector2.LEFT
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if not L.is_colliding():
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self.global_position.x -= 24.4
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Current_Position[0] -=1
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Prev_dir = "L"
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Prev_dir_Opp = "R"
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move += Move_Strength
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Been_There_Overide = false
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else:
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Been_There_Overide = true
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move += Move_Strength
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print("There is something to your left")
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FullCount += 1
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#***** Auto Movement *****
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func Move(SetDirection):
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if SetDirection == "R":
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self.global_position.x += 24.4
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Current_Position[0] +=1
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Prev_dir = "R"
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Prev_dir_Opp = "L"
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move += Move_Strength
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Been_There()
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FullCount += 1
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if SetDirection == "L":
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self.global_position.x -= 24.4
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Current_Position[0] -=1
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Prev_dir = "L"
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Prev_dir_Opp = "R"
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move += Move_Strength
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Been_There()
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FullCount += 1
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if SetDirection == "D":
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self.global_position.y += 24
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Current_Position[1] -=1
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Prev_dir = "D"
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Prev_dir_Opp = "U"
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move += Move_Strength
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Been_There()
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FullCount += 1
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if SetDirection == "U":
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self.global_position.y -= 24
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Current_Position[1] +=1
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Prev_dir = "U"
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Prev_dir_Opp = "D"
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move += Move_Strength
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Been_There()
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FullCount += 1
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func AutoSolve():
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var DirectionStrengths = [6,6,5,6]
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@@ -578,126 +749,3 @@ func AutoSolve():
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print(DirectionStrengths)
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print("The Direction with the lowest points is ", DirArray[HighestPoints], "!")
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Move(DirArray[HighestPoints])
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#***** Helpers *****
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func RaycastHelper():
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var R: bool = $Rightv.is_colliding()
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var L: bool = $Leftv.is_colliding()
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var D: bool = $Forwardv.is_colliding()
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var U: bool = $Backv.is_colliding()
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return [R,L,U,D]
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func TypeOfIntersectionHelper():
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if Detail_Dict.Type != "Plain Path" and Detail_Dict.Type != "Dead End":
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return "BlanketIntersection"
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else:
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return "OneDirectionPath"
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#***** Movement *****
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func goDown():
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var D = $Forwardv
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dir = Vector2.DOWN
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FullCount += 1
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if not D.is_colliding():
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self.global_position.y += 24
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Current_Position[1] -=1
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Prev_dir = "D"
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Prev_dir_Opp = "U"
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move += Move_Strength
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Been_There_Overide = false
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else:
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Been_There_Overide = true
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move += Move_Strength
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print("There is something below you")
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func goUp():
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var U = $Backv
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dir = Vector2.UP
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if not U.is_colliding():
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self.global_position.y -= 24
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Current_Position[1] +=1
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Prev_dir = "U"
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Prev_dir_Opp = "D"
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move += Move_Strength
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Been_There_Overide = false
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else:
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Been_There_Overide = true
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move += Move_Strength
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print("There is something above you")
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#BeenTheirFromPrevCord()
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FullCount += 1
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func goRight():
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var R = $Rightv
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dir = Vector2.RIGHT
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if not R.is_colliding():
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self.global_position.x += 24.4
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Current_Position[0] +=1
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Prev_dir = "R"
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Prev_dir_Opp = "L"
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move += Move_Strength
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Been_There_Overide = false
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else:
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Been_There_Overide = true
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move += Move_Strength
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print("There is something to your right")
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FullCount += 1
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func goLeft():
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var L = $Leftv
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dir = Vector2.LEFT
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if not L.is_colliding():
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self.global_position.x -= 24.4
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Current_Position[0] -=1
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Prev_dir = "L"
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Prev_dir_Opp = "R"
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move += Move_Strength
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Been_There_Overide = false
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else:
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Been_There_Overide = true
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move += Move_Strength
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print("There is something to your left")
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FullCount += 1
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#***** Auto Movement *****
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func Move(SetDirection):
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if SetDirection == "R":
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self.global_position.x += 24.4
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Current_Position[0] +=1
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Prev_dir = "R"
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Prev_dir_Opp = "L"
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move += Move_Strength
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Been_There()
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FullCount += 1
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if SetDirection == "L":
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self.global_position.x -= 24.4
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Current_Position[0] -=1
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Prev_dir = "L"
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Prev_dir_Opp = "R"
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move += Move_Strength
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Been_There()
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FullCount += 1
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if SetDirection == "D":
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self.global_position.y += 24
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Current_Position[1] -=1
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Prev_dir = "D"
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Prev_dir_Opp = "U"
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move += Move_Strength
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Been_There()
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FullCount += 1
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if SetDirection == "U":
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self.global_position.y -= 24
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Current_Position[1] +=1
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Prev_dir = "U"
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Prev_dir_Opp = "D"
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move += Move_Strength
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Been_There()
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FullCount += 1
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